I'm sorry for the lack of response in my other thread, I actually have the triggers at home, but haven't been able to post them due to being away. If you still want them, send me a PM.
you need to set the dialog buttons as a variable, the variable type should be Dialog Item and Finally you need a condition for the trigger that looks like this Used Dialog Item == Dialog Item Variable
Create button for dialog
Set Button[1] = Last created dialog item
When adding a dialog item to a variable, it should look like this using the "Set Variable" Action. And then you need the conditions, like he said. Make sure that you create a Global variable with the type set to "Dialog Item".
This isn't answering your question, but more of a tip, Make it so that rather than it being on a timer, it gets ran whenever someone captures a point, because this makes a much nicer feel, and it should reduce lag.
There's not really any reason you should need to store an actual behavior, that I can think of. The best method to transfer behaviors would to save it as an index ID of some sort(1 for having invisibility, 2 for having extra dmg, etc), or to save a string with the name.
I would like some help with portrait control and editing. I have no clue how it works.
I've figured out so far that you can anchor a portrait to any part of the screen as well as decide it's size, which figure should be used etc. I would like to make a little portrait that plays an animation of Jim Raynor saying something. I believe in the campaign he says something about hanging in there and help was almost there or something similar. Help with this would be greatly appreciated.
But also just how to control portraits in general. Their animation, timings etc..
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@Moooyaah: Go
You should be able to issue an order to the hatchery targeting a point with the ability that it has.
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You could duplicate the behavior, remove the delay time, then add it when it's created, and then remove the behavior when it has spawned three.
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@Titanisdrb: Go
I'm sorry for the lack of response in my other thread, I actually have the triggers at home, but haven't been able to post them due to being away. If you still want them, send me a PM.
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Create button for dialog
Set Button[1] = Last created dialog item
When adding a dialog item to a variable, it should look like this using the "Set Variable" Action. And then you need the conditions, like he said. Make sure that you create a Global variable with the type set to "Dialog Item".
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@victor2100: Go
You're using the wrong action, if you're making custom Dialogs, Try using "Show/Hide Dialog".
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@Emnesia: Go
Blarg, I've been busy with Real life, and things should get finished up soon, Sorry everyone!
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Does mine not work, or did you only want what you have to be fixed?
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Did you want a slider Dialog? Or were you looking for a WoW Battleground type thing? Or maybe even an image being shrunk/Expanded?
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This isn't answering your question, but more of a tip, Make it so that rather than it being on a timer, it gets ran whenever someone captures a point, because this makes a much nicer feel, and it should reduce lag.
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So you want the players to be able to click on the units to attack, but not to be able to move?
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Create an array, add the turrets to the array, then have an event to be something like this:
Event: Any unit is killed
Conditions: Triggering unit=TurretMiddleEast[1]
Actions:Create 1 Turret for player [Killer] at the position of TurretMiddleEast[1]
Set TurretMiddleEast[1] = (Last Created Unit)
Etc.
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There's not really any reason you should need to store an actual behavior, that I can think of. The best method to transfer behaviors would to save it as an index ID of some sort(1 for having invisibility, 2 for having extra dmg, etc), or to save a string with the name.
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What?
I'll take a look for you.
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@aczchef: Go
Rofl, okay.
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@deathtorn: Go
Bump